- adjust to using msecnode_t's.

This commit is contained in:
Christoph Oelckers 2016-12-26 12:11:55 +01:00
parent 9cb2a8f931
commit be508bc670
1 changed files with 14 additions and 15 deletions

View File

@ -363,27 +363,26 @@ static inline void RenderThings(subsector_t * sub, sector_t * sector)
SetupSprite.Clock();
sector_t * sec=sub->sector;
// Handle all things in sector.
if (sec->touching_render_things)
for (auto p = sec->touching_renderthings; p != nullptr; p = p->m_snext)
{
for (auto thing : *sec->touching_render_things)
auto thing = p->m_thing;
if (thing->validcount == validcount) continue;
thing->validcount = validcount;
FIntCVar *cvar = thing->GetClass()->distancecheck;
if (cvar != NULL && *cvar >= 0)
{
if (thing->validcount == validcount) continue;
thing->validcount = validcount;
FIntCVar *cvar = thing->GetClass()->distancecheck;
if (cvar != NULL && *cvar >= 0)
double dist = (thing->Pos() - ViewPos).LengthSquared();
double check = (double)**cvar;
if (dist >= check * check)
{
double dist = (thing->Pos() - ViewPos).LengthSquared();
double check = (double)**cvar;
if (dist >= check * check)
{
continue;
}
continue;
}
GLRenderer->ProcessSprite(thing, sector, false);
}
GLRenderer->ProcessSprite(thing, sector, false);
}
for (msecnode_t *node = sec->render_thinglist; node; node = node->m_snext)
{
AActor *thing = node->m_thing;